I've gotten used to attacking targets on the run... but it's still horrendous & I know latency for many has a huge negative impact on this.
Can you please be a little more generous on the "give" in this area?
I've gotten used to attacking targets on the run... but it's still horrendous & I know latency for many has a huge negative impact on this.
Can you please be a little more generous on the "give" in this area?
I'd certainly appreciate some sort of investigation into fixing this.
If its moving, I cannot hit it. Thats a basic fact. I can be standing inside my targets hitbox (As a Ninja with the speed trait) yet my skills will get halfway through their animations, then cancel suddenly and tell me my target is out of range.
This would be really nice.
There's a little but some more would go a very, very long way.
Surprised this hasn't gotten more support.
It has to do with the netcoding and how often it updates your position on the server side. This problem doesn`t happen in PVP, where you would think it would be the most noticeable. They specifically program instances and PVP so that it updates your position faster.
Sadly, this wont be fixed until SE can find some more resources to update positions server side in all areas.
Actually they made a statement wheb PvP came out that they increased the range of melee attacks in PvP to deal with this e x act issue. Basically what op is asking for happened in PvP a long time ago. I'm not sure if it's necessary to apply to the rest of th game though. Just run at or ahead of it in my experience. It's always been like this with any online game. Monsters and other players are ahead of your screen and you are behind relative to your client screen.It has to do with the netcoding and how often it updates your position on the server side. This problem doesn`t happen in PVP, where you would think it would be the most noticeable. They specifically program instances and PVP so that it updates your position faster.
Sadly, this wont be fixed until SE can find some more resources to update positions server side in all areas.
Last edited by Aana; 11-15-2014 at 06:58 AM.
Do you live in the EU by any chance? They gona move EU data centers to the EU so that might help. As for the Hit box having more range, for me I think it's fine as it is but yes I do have suffered from a moving target, halfway though attack animation only to cancel.
What could work is having the hitbox expand slightly during movement.
Last edited by Toodles; 11-14-2014 at 05:57 PM.
Or slightly increasing the range of melee attacks.
Annoying when down to last mob and tank moves to grab the next pack and mid anim cancelling to try and keep GL3 which invariably drops because you cant hit something you should be in range of because it's moving.
Reason I didn't suggest this is that it would disrupt avoidance-balance on a lot of encounters.
My above suggestion would fix your second-line example anyway as the movement the tank moves the hitbox would widen & your attack wouldn't interrupt as easily.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.